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Looking for any advice before I start a major project using 3Ds max and Zbrush

Hi guys,

I'm about to start a character animation project. I just want to grab all the tips and advice I can before getting started.

I'm going to be modelling a character and then animating it. Is there a specific work flow I should have in mind with 3ds Max and Zbrush to make sure it's ok to animate once modelled and textured? I know about keeping the topology to quads.

So, my plan is to create the basic shape in Max, take it into zbrush to finish off and then take it back to max with the normal map etc... I keep reading about redoing the topology in zbrush first but I need to look more into that.

Is it possible to actually create the entire character in zbrush and then take it into Max to animate?

Basically, I'm looking for any helpful advice that will get me to the goal of a good looking model that is easy to animate. Any problems you guys have ran into and know how to get around etc...

Thanks :)

Replies

  • cryrid
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    cryrid interpolator
    Is it possible to actually create the entire character in zbrush and then take it into Max to animate?
    It's possible, but you'll likely have an easier time constructing the low poly mesh and baking your textures elsewhere.

    For now you could just focus on getting your highpoly sculpt done. The mesh doesn't need to be built to deform well, just to sculpt and possibly paint well. Once you have that you can retopologize it in zbrush or 3dsmax, and start to work in your edgeloops that would help with animation and lower polygon counts (triangles welcome). That mesh can be UV'd, and then maps baked.
  • ZacD
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    ZacD ngon master
    The new auto retopo tools in zbrush are amazing, you don't have to make a low poly somewhere else...

    http://www.polycount.com/forum/showpost.php?p=1868327&postcount=20

    But for baking, yes, do it else where.
  • Neox
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    Neox godlike master sticky
    ZacD wrote: »
    The new auto retopo tools in zbrush are amazing, you don't have to make a low poly somewhere else...

    Please don't say this stuff to beginners! People will just read that and think those autoretopo meshes are good for animation. They are okay for sculpting but for anything that relies on topology, such as animation, the results are just horrible in detail. Good at first glance but pretty much not usable, cleaning the messy parts often takes longer than just doing it yourself from the start.
  • ahtiandr
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    ahtiandr polycounter lvl 12
    Totally agree with the neox. Used it many times and then spent good amount of time cleaning the mess
  • Danzigo
    Thanks for the help guys :)

    So, I'm going to model the basic shape in Max and then export it into zbrush/Mudbox to add details that I can then bake into Normal Maps.

    I need this character to be easy to animate so that's why I'm taking the time to make sure I use the right workflow.

    There are alot of mixed answers out there. Quite a few people have told me to create the mesh in zbrush and then retopologize. Then I get told it's best to create in Max first etc..

    Being new to this workflow, I think going with basic modelling in max to details in zbrush may be my best option.
  • Neox
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    Neox godlike master sticky
    there is no right or wrong, well okay there are but you need to figure out some things for yourself, just by yourself.
    personally i prefer a solid max blockout for concepted pieces, because i am fast at it and because i can quickly tweak stuff in blockout phase. but if there is no concept and i should improvise i also use zbrush a lot and do it there. If i want it clean, i have a basemesh, if i can be sloppy on organic shapes i don't mind dynamesh.
    But this is totally up to you, yes you can make everything in zBrush, if you feel comfortable with it, do it!
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